
Into Drakain
Into Drakain is a third person platformer where you control Noju, a girl on a mission to leave her town by jumping through the mountains, solving puzzles, and fighting monsters in order to save her home town from Raar, the powerful skeleton king.
The goal for this project was to design a level inside a few certain restrictions.
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The overall perimeter cannot exceed 12000uu
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The level must feature a platforming, puzzle, and combat section.
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A unique landmark must be present in the design of the level.
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In total the level takes 10 minutes to complete.
While making this level, I chose to focus on two main things.
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Directing the player.
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Platforming freedom.
I took inspiration from a few titles, and wanted to implement those aspects into gameplay as well.
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Direct the player using objects, and colours like in Uncharted and Mirror's Edge.
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Celeste's multiple choices that result in a variety of completion opportunities.

Directing the Player
Technique One - Light
I found that light is one of the easier ways to direct players.
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Light attracts players to its position.
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Eyes are more attracted to light over flat backgrounds.
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Light stands out.
The purpose of using light to help direct the player was to cover many bases with less assets. Lights can direct the player while illuminating the area around it.
Using beams of light was an easy way to highlight useful aspects of my level. I was also able to use lights as a way to help the player progress forward by putting them in the background, or illuminating assets that could help with completion.
Technique Two - Colours + Assets
I wanted to utilize a repeatable asset to help direct my player forward. I choose this board because of a few reasons.
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It fits within the worlds setting.
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It contrasts from the rocky, grey cliffs.
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I can be versatile with its placement.

I was able to place it in key locations to help with direction.
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On the ground, or wall was an easy way to leave a crumb trail.
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Within line of sight on far away objects gave a goal to work towards.
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Beside key interactable's was an easy way to leave a hint for players.
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Blocking off sections I didn't want the player to go towards.
A few examples.
Technique Two - Mass and Void
Using 'empty' space as a way to guide the player is another technique i utilized.
I used this technique in two different ways.
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Rewarding intended areas with less clutter, and easier to move terrain.
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Directing the players eyes towards an open space, or back wall that identity's the next pathway.
One of the spots I used this technique was is in my boss fight at the end of the game.

Staying in the red
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Less space to move around in.
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Higher chance to take damage.
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Trapped in the debris.
Staying in the green
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More space to maneuver Noju.
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Easier to dodge bosses attacks.
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Initiate attacks from multiple angles.

Platforming Freedom
I wanted to try to break free from the linear norm that was suggested by creating a platforming section with multiple optional paths.
My reasoning for choosing this way to do platforming was the following.
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I wanted to challenge myself to design platforming in a unique way I've never done before.
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Multiple paths fit the "mountainous terrain" setting of my project.
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I wanted players to feel like they are progressing no matter the direction they go.
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I can encourage exploration by placing loot in different locations around the platforming.
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I wanted players to be rewarded for thinking outside the box in certain situations.

Red - Represents the main, and easiest path for the player.
Blue - Represents an optional route that is sometimes harder, faster, or gives the player treasure.

This bouncy mushroom is intended to be used along the black arrows.
If the player turns around after, they can use the mushroom again to progress faster.
The benefits I noticed to designing my platforming this way was the following.
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Players were able to test out different routes in order to find the fastest one.
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In a small section of gameplay I was able to create a large amount of content for players to enjoy.
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Different paths had different difficulties for all skill levels.
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Players were able to explore, and get rewards for doing so.
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Because there was many solutions the section had a lot of replayability.
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I created a low difficulty section that let players play the way they wanted to.

Was I Successful?
I personally believe that I followed through on my criteria.
I was able to direct players by doing the following.
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Using lighting to highlight key zones.
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Create lines that direct the player forward.
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Use key objects to guide the player throughout my level.
I was able to create platforming diversity by doing the following.
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Creating interactable's that offered benefit in more than on direction.
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Making multiple paths that have treasure, faster routes, harder routes, and sneaky secrets.
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Allowing players to choose their path eventually ending up at the end.
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Make a section that can be replayed in multiple different ways.
This 10 minute experience is consistent, and I was able to deliver on my design goals for this level.















